Sky like in radar - how?


(MadJack) #21

@ ratty

That’s odd!!!

textures/alpha/fence_c11fd
{
	qer_trans 0.85
	qer_editorimage textures/alpha/fence_c11.tga
	cull disable
	nomipmaps
	nopicmip

	surfaceparm clipmissile
	surfaceparm nomarks
	surfaceparm alphashadow
	surfaceparm playerclip
	surfaceparm metalsteps
	surfaceparm pointlight
	surfaceparm trans

	implicitMask textures/alpha/fence_c11.tga
}

There IS a player clip… So why am I not getting clipped???

On the other hand…

textures/alpha/fence_c11
{
	cull disable
	nomipmaps
	nopicmip
	surfaceparm nomarks
	surfaceparm alphashadow
	surfaceparm metalsteps
	surfaceparm pointlight
	surfaceparm trans
	implicitMask -
}

Almost the same thing… (the first one comes from fueldump.shader. The second from alpha.shader)

Could it be possible those two get mess up in radiant or during compile!? :eek2: It does say the first one in Radiant…

hrrrrrrmmmm… I’ll make a custom one using the c11fd and call it something else… Just to test…


(ratty redemption) #22

like with the nodraw water problem, if we paint different sides of a brush with shaders that have different content flags (properties) like nonsolid or player clip, then the compiler will appear to randomly choose the content flags, based on which brush face it compiles first.

this can “randomly” change each compile, so sometimes the surface in game would get a solid property and other times nonsolid.

so its best to only paint brushes with shaders we know have the right properties on each of their faces... but its unlikely compiler is using a non specified shader, more likely they have conflicting properties.

note that nodraw is a surface flag, not a content flag, and the different brush faces can have different surface flags.

taken from the shader manual

Surface Effects vs. Content Effects vs. Deformation Effects
Shaders not only modify the visible aspect of textures on a geometry brush, curve, patch or mesh model, but they can also have an effect on both the content, “shape,” and apparent movement of those things. A surface effect does nothing to modify the shape or content of the brush. Surface effects include glows, transparencies and rgb (red, green, blue) value changes. Content shaders affect the way the brush operates in the game world. Examples include water, fog, nonsolid, and structural. Deformation effects change the actual shape of the affected brush or curve, and may make it appear to move.


(MadJack) #23

I made a home-version of the fd shader and it worked once… Walked around the cage and was clipped out…

Next compile… I can go through 2 out of 3. I made special care to make sure only 1 surface of the brush would get the texture, the others nodraw… I think the nodraw is making that happen… I’ll have to try with caulk again and see if the HOM still happens…

This is getting confusing lol


(ratty redemption) #24

eh, common/nodraw is a nonsolid shader, is the fd one your using nonsolid? if you have clip or player clip in one you should have them in the other shader, so perhaps try making your own nodraw shader.

I too am still confused as to why this might be causing you hom, but they could be separate issues.


(MadJack) #25

HOM = when I use alpha tex + caulk

Walk through = when I use alpha tex + nodraw (sometimes walkthrough… lol)

Clearer? :smiley:


(Java.Lang) #26

Gerbil I had the same issue with my map.

The project I am working on has long straightaways so it was necessary for me to implement a fogclip too.

Problem I had was that the custom sky shader I used, you could clearly see the edges of it due to the fog… Although if I turned my fog off, you couldn’t.

What I ended up doing was tweaking the fog so that it was the exact same color as the sky shader, and that did the trick. There is now a perfect blend between the sky and the fog, I will post a few shots to give you an idea how it fades away as you move forward.

Even still, fogclipping has it’s problems…one minute objects will fade out/in correctly, the next they will just reappear, but that’s an entirely different issue.


(ratty redemption) #27

@gerbil, sorry for me and MadJack hijacking your thread.


(Red*Uk) #28

I’am havin this problem atm, my current map is a structure in the sky so all below waist level is suffering the same as gerbil above.
so did Java’s method work, as i’m not 100% sure how to do that what Java said…

tweaking the fog so that it was the exact same color as the sky shader

( u mean in photoshop ?? )
I’m using radar sky with radar fog, and the effect is an eye sore :frowning:


(Java.Lang) #29

Well what I meant, was that in my particular case, I had a “pitch black” sky, our map project is called Pitch Black so it makes sense.

Anyways, the sky shader I made was simply a black texture with some slight effects to it. When it came time to add the fog, I first tried a dark-grey color for the fog. This did not work too well because the fog did not perfectly blend in with the sky shader and you could make out squares of sky at some angles no matter what I did.

In the end, I realized if I made the fog the exact same color as the sky texture itself, it blended in perfectly without any chance of the above patchy-square look.

This may be a bit trickier with a more complex sky image, but with a little time invested in tryin different hues, you shouldn’t have too much trouble reaching the same result.

My conclusion was that the global fog was reacting with the surface of the sky shader because of it’s sky surfaceparms. Why? Not so sure. The global fog didn’t really do this if you drop the sky surfacerparms, and it certainly didn’t do it with any of the other world brushes.